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Gaming Console Market Report Scope & Overview:

The Gaming Console Market size was valued at USD 26.65 billion in 2023 and is expected to grow to USD 51.04 billion by 2031 and grow at a CAGR of 8.46% over the forecast period of 2024-2031.

A device made exclusively for playing video games is a gaming console. The graphics and sound of gaming consoles are enhanced for playing video games processing power with this kind of particular functionality. Additionally, they are made to be plug-and-play gadgets, which without the need for complicated setups, straightforward to set up and operate. The majority of game consoles let you buy and download extra gaming via online retailers. The majority of game consoles also have online allowed users to interact with others online and have multiplayer jointly engage in gaming. Due of their availability of a large selection of high-quality games, as well as powerful computing and excellent visuals challenging video games with excellent graphics. The reason gaming consoles are so well-liked is that they provide a huge selection of excellent games, as well as cutting-edge graphics and processing power that can handle difficult games with excellent images. Additionally, they frequently include controllers made expressly for gaming, which makes them simpler and more pleasant to use than other types of controllers.

Gaming Console Market Revenue Analysis

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 KEY DRIVERS: 

  • Growing preference for home consoles over handheld gaming consoles

  • Strong Demand for Video Game Consoles

The extra benefits and features that come with the consoles, such as being an entertainment console rather than just a gaming console, are one of the key factors driving the market's expansion. It is anticipated that there will be a tremendous demand for gaming console services during the forecasted period due to the numerous benefits offered by multi-functional consoles, such as the ability for gamers to simultaneously download videos, browse the internet, listen to music, and watch videos while playing. Gamers increased spending will accelerate the market for gaming consoles growth pace. Additionally, the expanding urbanisation and consumers growing preference for home consoles over handheld gaming consoles will both contribute to the market value rise over the anticipated time range.

RESTRAIN:

  • High Level of Cost associated

  • Professional Shortage

Infrastructure and highly skilled developers and testers are required for the creation of game consoles. There is a labor shortage for video game consoles as the workforce's lack of technological abilities. The main obstacle to the expansion of the worldwide market is the scarcity of knowledgeable and experienced workers. This element is therefore expected to provide a barrier to the market growth rate for gaming consoles.

 OPPORTUNITY: 

  • Growing Advancement in wireless connectivity

  • Growing popularity of gaming console cabinets and accessories with increased storage capacity

The market is split into residential and commercial categories based on end-use. During the next period, the residential sector is predicted to grow with a sizable CAGR. The market is expanding as a result of the growing demand for gaming accessories including gaming mice, 3D gaming headsets with built-in microphones, game-enabled televisions, and others. With the introduction of smart TVs with cutting-edge display resolutions like 4K and 8K, the market for home consoles for the residential segment is also anticipated to rise strongly. due to the enhanced gaming experience, they provide compared to other display types. Another projected outcome of VR and AR technology adoption.

CHALLENGES: 

  • Lack of Professionals with Skill and Rising Rate of Piracy

Due to a shortage of qualified developers, testers, and infrastructure, gaming console makers frequently encounter difficulties when creating consoles. This could be a major barrier to growth for this sector. Furthermore, unauthorized users are acquiring access to a variety of premium games for free or at a relatively low cost due to the unstable operational structure and high rates of piracy. The overall sales of gaming consoles and related products have been influenced by the rising rate of game piracy for both online and offline games.

IMPACT OF RUSSIAN UKRAINE WAR

Ukrainian sports More direct assistance is needed for Ukrainian developers. Due to the lack of competition from Ukrainian studios, many development organizations are now scrambling to hire Ukrainian developers at cheaper rates. This has led to an environment where aggressive recruitment is now a concern. However, they weren't aggressively as much as possible. Menshikov assists married Ukrainian developers with projects outside of their war-torn nation by assisting with visas and other matters. even if it means that particular individual may never return to their own development studio.

IMPACT OF ONGOING RECESSION

According to Mat Piscatella, executive director at research firm NPD Group, customers would likely spend significantly less money this year on gaming hardware, software, and peripherals due to the cost-of-living crisis.

These elements are predicted to result in the first fall in video game sales in years in 2022. That may seriously undermine confidence in a sector that has grown over the past ten years. They have reason to be concerned, which is the main factor. Despite the fact that people flocked to video games during the epidemic to escape the monotony of lockdowns, the hitherto praised "recession-proof" sector is already exhibiting some signs of trembling. People are anxious to expose themselves to authentic experiences after leaving behind the social constraints of the Covid-19 years. The video game business is also hampered by supply chain problems and ongoing title release delays. The problems facing the sector are also the fault of Vladimir Putin. Moscow halted any financial recovery the globe could have experienced from the coronavirus epidemic when it invaded Ukraine. National banks all across the world have instead issued alerts about rapidly rising inflation. Even the possibility of a recession is being discussed.

MARKET SEGMENTATION

By Type

  • Home Console

  • Handheld Console

  • Portable
  • Non-Portable
  • Hybrid Console

By Interface

  •  Residential

  • Commercial

By Application

  • Gaming

  •  Non-Gaming

REGIONAL ANALYSIS

Because internet gaming is on the rise and customers in developing countries like China and India have more disposable income, the Asia Pacific gaming console industry has the fastest growing market share. The possibilities for the expansion of this regional industry may be enhanced by the rising number of e-commerce sites that sell used or reconditioned consoles. Additionally, the region's fastest-growing market for gaming consoles was India, while the China market had the biggest market share.

The market for gaming consoles in Europe is anticipated to expand significantly between 2022 and 2030 as a result of rising consumer spending in the UK, France, Germany, and other nations. Consumer expenditure is increasing in some European countries, including the U.K., Germany, France, Spain, Italy, and others.

Due to the region's growing demand for gaming consoles built on cutting-edge technologies like the AR/VR platform, Bluetooth, cloud services, 3D technology, and others, North America currently dominates the gaming console market. Asia-Pacific is anticipated to have profitable expansion from 2022 to 2030 as a result of the accessibility of 3D gaming software and hardware in the area.

Gaming Console Market By Region

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REGIONAL COVERAGE:

North America

  • US

  • Canada

  • Mexico

Europe

  • Eastern Europe

    • Poland

    • Romania

    • Hungary

    • Turkey

    • Rest of Eastern Europe

  • Western Europe

    • Germany

    • France

    • UK

    • Italy

    • Spain

    • Netherlands

    • Switzerland

    • Austria

    • Rest of Western Europe

Asia Pacific

  • China

  • India

  • Japan

  • South Korea

  • Vietnam

  • Singapore

  • Australia

  • Rest of Asia Pacific

Middle East & Africa

  • Middle East

    • UAE

    • Egypt

    • Saudi Arabia

    • Qatar

    • Rest of Middle East

  • Africa

    • Nigeria

    • South Africa

    • Rest of Africa

Latin America

  • Brazil

  • Argentina

  • Colombia

  • Rest of Latin America

KEY PLAYERS

Some of key players are Sony Corporation (Japan), Microsoft (U.S.), Nintendo (Japan), Logitech (Switzerland), Valve Corporation (U.S.), NVIDIA Corporation (U.S.), PlayJam (UK), BlueStacks (U.S.), Sega (Japan), Atari Inc., (U.S.) and other players are listed in a final report.

Sony Corporation (Japan)-Company Financial Analysis

Company Landscape Analysis

RECENT DEVELOPMENT

  • Sony debuted their PlayStation 5 gaming console in China in April 2021. The price of the PS5's disc version is 3,899 Yuan ($602), while the price of the digital-only version is 3,099 Yuan. Pre-orders for Sony's console began on April 29 and the device will go on sale in China on May 15

  • The Steam Deck, a new mobile gaming device that will compete with the Nintendo Switch, was introduced by Valve in July 2021. A compact PC gaming system called Steam Deck utilises its own SteamoOS. Its form factor is similar to that of earlier game consoles, although it is more powerful than the Nintendo Switch, a rival. 

  • Ubisoft in May 2022 The addition of Ubisoft+ to PlayStation will provide PlayStation users another method to first enjoy Ubisoft games on their systems. There will be a PlayStation Plus Extra and PlayStation 4 package that includes Ubisoft+ Classics.Standard editions of adored Ubisoft games will be available, in addition to Premium subscription tiers.

  • NVIDIA launches Omniverse for developers in March 2022. It is a robust and team-based system for creating video games that will simplify the sharing of assets, organisation of asset libraries, collaboration, and deployment of Al for character animation facial expressions in the process of creating a new video game.

Gaming Console Market Report Scope:
Report Attributes Details
Market Size in 2023  US$ 26.65 Bn
Market Size by 2031  US$ 51.04 Bn
CAGR   CAGR of 8.46% From 2024 to 2031
Base Year 2022
Forecast Period  2024-2031
Historical Data  2020-2021
Report Scope & Coverage Market Size, Segments Analysis, Competitive  Landscape, Regional Analysis, DROC & SWOT Analysis, Forecast Outlook
Key Segments • By Type (Home Console, Handheld Console, Hybrid Console)
• By Interface (Residential, Commercial)
• By Application (Gaming, Non-Gaming)
Regional Analysis/Coverage North America (US, Canada, Mexico), Europe (Eastern Europe [Poland, Romania, Hungary, Turkey, Rest of Eastern Europe] Western Europe] Germany, France, UK, Italy, Spain, Netherlands, Switzerland, Austria, Rest of Western Europe]). Asia Pacific (China, India, Japan, South Korea, Vietnam, Singapore, Australia, Rest of Asia Pacific), Middle East & Africa (Middle East [UAE, Egypt, Saudi Arabia, Qatar, Rest of Middle East], Africa [Nigeria, South Africa, Rest of Africa], Latin America (Brazil, Argentina, Colombia Rest of Latin America)
Company Profiles Sony Corporation (Japan), Microsoft (U.S.), Nintendo (Japan), Logitech (Switzerland), Valve Corporation (U.S.), NVIDIA Corporation (U.S.), PlayJam (UK), BlueStacks (U.S.), Sega (Japan), Atari Inc., (U.S.)
Key Drivers • Growing preference for home consoles over handheld gaming consoles
• Strong Demand for Video Game Consoles
Market Restraints • High Level of Cost associated.
• Professional Shortage

 

Frequently Asked Questions

Ans: Gaming Console Market is anticipated to expand by 8.46% from 2024 to 2031.

 

Ans: USD 51.04 billion is expected to grow by 2031.

 

Ans: Gaming Console Market size was valued at USD 26.65 billion in 2023.

 

Ans: Growing preference for home consoles over handheld gaming consoles and Strong Demand for Video Game Consoles.

Ans: Growing Advancement in wireless connectivity and Growing popularity of gaming console cabinets and accessories with increased storage capacity.

Table of Contents

1. Introduction
1.1 Market Definition
1.2 Scope
1.3 Research Assumptions

2. Research Methodology

3. Market Dynamics
3.1 Drivers
3.2 Restraints
3.3 Opportunities
3.4 Challenges

4. Impact Analysis
4.1 Impact of the Ukraine- Russia war
4.2 Impact of ongoing Recession
4.2.1 Introduction
4.2.2 Impact on major economies
4.2.2.1 US
4.2.2.2 Canada
4.2.2.3 Germany
4.2.2.4 France
4.2.2.5 United Kingdom
4.2.2.6 China
4.2.2.7 Japan
4.2.2.8 South Korea
4.2.2.9 Rest of the World

5. Value Chain Analysis

6. Porter’s 5 forces model

7. PEST Analysis

8. Gaming Console Market Segmentation, by Type
8.1 Home Console
8.2 Handheld Console
8.3 Hybrid Console

9. Gaming Console Market Segmentation, by Interface
9.1 Residential
9.2 Commercial

10. Gaming Console Market Segmentation, by Application
10.1 Gaming
10.2 Non-Gaming

11. Regional Analysis
11.1 Introduction
11.2 North America
11.2.1 North America Gaming Console Market by Country
11.2.2North America Gaming Console Market by Type
11.2.3 North America Gaming Console Market by Interface
11.2.4 North America Gaming Console Market by Application
11.2.5 USA
11.2.5.1 USA Gaming Console Market by Type
11.2.5.2 USA Gaming Console Market by Interface
11.2.5.3 USA Gaming Console Market by Application
11.2.6 Canada
11.2.6.1 Canada Gaming Console Market by Type
11.2.6.2 Canada Gaming Console Market by Interface
11.2.6.3 Canada Gaming Console Market by Application
11.2.7 Mexico
11.2.7.1 Mexico Gaming Console Market by Type
11.2.7.2 Mexico Gaming Console Market by Interface
11.2.7.3 Mexico Gaming Console Market by Application
11.3 Europe
11.3.1 Eastern Europe
11.3.1.1 Eastern Europe Gaming Console Market by Country
11.3.1.2 Eastern Europe Gaming Console Market by Type
11.3.1.3 Eastern Europe Gaming Console Market by Interface
11.3.1.4 Eastern Europe Gaming Console Market by Application
11.3.1.5 Poland
11.3.1.5.1 Poland Gaming Console Market by Type
11.3.1.5.2 Poland Gaming Console Market by Interface
11.3.1.5.3 Poland Gaming Console Market by Application
11.3.1.6 Romania
11.3.1.6.1 Romania Gaming Console Market by Type
11.3.1.6.2 Romania Gaming Console Market by Interface
11.3.1.6.4 Romania Gaming Console Market by Application
11.3.1.7 Turkey
11.3.1.7.1 Turkey Gaming Console Market by Type
11.3.1.7.2 Turkey Gaming Console Market by Interface
11.3.1.7.3 Turkey Gaming Console Market by Application
11.3.1.8 Rest of Eastern Europe
11.3.1.8.1 Rest of Eastern Europe Gaming Console Market by Type
11.3.1.8.2 Rest of Eastern Europe Gaming Console Market by Interface
11.3.1.8.3 Rest of Eastern Europe Gaming Console Market by Application
11.3.2 Western Europe
11.3.2.1 Western Europe Gaming Console Market by Type
11.3.2.2 Western Europe Gaming Console Market by Interface
11.3.2.3 Western Europe Gaming Console Market by Application
11.3.2.4 Germany
11.3.2.4.1 Germany Gaming Console Market by Type
11.3.2.4.2 Germany Gaming Console Market by Interface
11.3.2.4.3 Germany Gaming Console Market by Application
11.3.2.5 France
11.3.2.5.1 France Gaming Console Market by Type
11.3.2.5.2 France Gaming Console Market by Interface
11.3.2.5.3 France Gaming Console Market by Application
11.3.2.6 UK
11.3.2.6.1 UK Gaming Console Market by Type
11.3.2.6.2 UK Gaming Console Market by Interface
11.3.2.6.3 UK Gaming Console Market by Application
11.3.2.7 Italy
11.3.2.7.1 Italy Gaming Console Market by Type
11.3.2.7.2 Italy Gaming Console Market by Interface
11.3.2.7.3 Italy Gaming Console Market by Application
11.3.2.8 Spain
11.3.2.8.1 Spain Gaming Console Market by Type
11.3.2.8.2 Spain Gaming Console Market by Interface
11.3.2.8.3 Spain Gaming Console Market by Application
11.3.2.9 Netherlands
11.3.2.9.1 Netherlands Gaming Console Market by Type
11.3.2.9.2 Netherlands Gaming Console Market by Interface
11.3.2.9.3 Netherlands Gaming Console Market by Application
11.3.2.10 Switzerland
11.3.2.10.1 Switzerland Gaming Console Market by Type
11.3.2.10.2 Switzerland Gaming Console Market by Interface
11.3.2.10.3 Switzerland Gaming Console Market by Application
11.3.2.11.1 Austria
11.3.2.11.2 Austria Gaming Console Market by Type
11.3.2.11.3 Austria Gaming Console Market by Interface
11.3.2.11.4 Austria Gaming Console Market by Application
11.3.2.12 Rest of Western Europe
11.3.2.12.1 Rest of Western Europe Gaming Console Market by Type
11.3.2.12.2 Rest of Western Europe Gaming Console Market by Interface
11.3.2.12.3 Rest of Western Europe Gaming Console Market by Application
11.4 Asia-Pacific
11.4.1 Asia-Pacific Gaming Console Market by Country
11.4.2 Asia-Pacific Gaming Console Market by Type
11.4.3 Asia-Pacific Gaming Console Market by Interface
11.4.4 Asia-Pacific Gaming Console Market by Application
11.4.5 China
11.4.5.1 China Gaming Console Market by Type
11.4.5.2 China Gaming Console Market by Application
11.4.5.3 China Gaming Console Market by Interface
11.4.6 India
11.4.6.1 India Gaming Console Market by Type
11.4.6.2 India Gaming Console Market by Interface
11.4.6.3 India Gaming Console Market by Application
11.4.7 Japan
11.4.7.1 Japan Gaming Console Market by Type
11.4.7.2 Japan Gaming Console Market by Interface
11.4.7.3 Japan Gaming Console Market by Application
11.4.8 South Korea
11.4.8.1 South Korea Gaming Console Market by Type
11.4.8.2 South Korea Gaming Console Market by Interface
11.4.8.3 South Korea Gaming Console Market by Application
11.4.9 Vietnam
11.4.9.1 Vietnam Gaming Console Market by Type
11.4.9.2 Vietnam Gaming Console Market by Interface
11.4.9.3 Vietnam Gaming Console Market by Application
11.4.10 Singapore
11.4.10.1 Singapore Gaming Console Market by Type
11.4.10.2 Singapore Gaming Console Market by Interface
11.4.10.3 Singapore Gaming Console Market by Application
11.4.11 Australia
11.4.11.1 Australia Gaming Console Market by Type
11.4.11.2 Australia Gaming Console Market by Interface
11.4.11.3 Australia Gaming Console Market by Application
11.4.12 Rest of Asia-Pacific
11.4.12.1 Rest of Asia-Pacific Gaming Console Market by Type
11.4.12.2 Rest of Asia-Pacific Gaming Console Market by Interface
11.4.12.3 Rest of Asia-Pacific Gaming Console Market by Application
11.5 Middle East & Africa
11.5.1 Middle East
11.5.1.1 Middle East Gaming Console Market by Country
11.5.1.2 Middle East Gaming Console Market by Type
11.5.1.3 Middle East Gaming Console Market by Interface
11.5.1.4 Middle East Gaming Console Market by Application
11.5.1.5 UAE
11.5.1.5.1 UAE Gaming Console Market by Type
11.5.1.5.2 UAE Gaming Console Market by Interface
11.5.1.5.3 UAE Gaming Console Market by Application
11.5.1.6 Egypt
11.5.1.6.1 Egypt Gaming Console Market by Type
11.5.1.6.2 Egypt Gaming Console Market by Interface
11.5.1.6.3 Egypt Gaming Console Market by Application
11.5.1.7 Saudi Arabia
11.5.1.7.1 Saudi Arabia Gaming Console Market by Type
11.5.1.7.2 Saudi Arabia Gaming Console Market by Interface
11.5.1.7.3 Saudi Arabia Gaming Console Market by Application
11.5.1.8 Qatar
11.5.1.8.1 Qatar Gaming Console Market by Type
11.5.1.8.2 Qatar Gaming Console Market by Interface
11.5.1.8.3 Qatar Gaming Console Market by Application
11.5.1.9 Rest of Middle East
11.5.1.9.1 Rest of Middle East Gaming Console Market by Type
11.5.1.9.2 Rest of Middle East Gaming Console Market by Interface
11.5.1.9.3 Rest of Middle East Gaming Console Market by Application
11.5.2 Africa
11.5.2.1 Africa Transfusion Diagnostics Market by Country
11.5.2.2 Africa Gaming Console Market by Type
11.5.2.3 Africa Gaming Console Market by Interface
11.5.2.4 Africa Gaming Console Market by Application
11.5.2.5 Nigeria
11.5.2.5.1 Nigeria Gaming Console Market by Type
11.5.2.5.2 Nigeria Gaming Console Market by Interface
11.5.2.5.3 Nigeria Gaming Console Market by Application
11.5.2.6 South Africa
11.5.2.6.1 South Africa Gaming Console Market by Type
11.5.2.6.2 South Africa Gaming Console Market by Interface
11.5.2.6.3 South Africa Gaming Console Market by Application
11.5.2.7 Rest of Africa
11.5.2.7.1 Rest of Africa Gaming Console Market by Type
11.5.2.7.2 Rest of Africa Gaming Console Market by Interface
11.5.2.7.3 Rest of Africa Gaming Console Market by Application
11.6 Latin America
11.6.1 Latin America Gaming Console Market by Country
11.6.2 Latin America Gaming Console Market by Type
11.6.3 Latin America Gaming Console Market by Interface
11.6.4 Latin America Gaming Console Market by Application
11.6.5 Brazil
11.6.5.1 Brazil America Gaming Console Market by Type
11.6.5.2 Brazil America Gaming Console Market by Interface
11.6.5.3 Brazil America Gaming Console Market by Application
11.6.6 Argentina
11.6.6.1 Argentina America Gaming Console Market by Type
11.6.6.2 Argentina America Gaming Console Market by Interface
11.6.6.3 Argentina America Gaming Console Market by Application
11.6.7 Colombia
11.6.7.1 Colombia America Gaming Console Market by Type
11.6.7.2 Colombia America Gaming Console Market by Interface
11.6.7.3 Colombia America Gaming Console Market by Application
11.6.8 Rest of Latin America
11.6.8.1 Rest of Latin America Gaming Console Market by Type
11.6.8.2 Rest of Latin America Gaming Console Market by Interface
11.6.8.3 Rest of Latin America Gaming Console Market by Application

12 Company Profile
12.1 Sony Corporation (Japan)
12.1.1 Company Overview
12.1.2 Financial
12.1.3 Products/ Services Offered
12.1.4 SWOT Analysis
12.1.5 The SNS View
12.2 Microsoft (U.S.)
12.2.1 Company Overview
12.2.2 Financials
12.2.3 Product/Services Offered
12.2.4 SWOT Analysis
12.2.5 The SNS View
12.3 Nintendo (Japan)
12.3.1 Company Overview
12.3.2 Financials
12.3.3 Product/Services Offered
12.3.4 SWOT Analysis
12.3.5 The SNS View
12.4 Logitech (Switzerland)
12.4.1 Company Overview
12.4.2 Financials
12.4.3 Product/Services Offered
12.4.4 SWOT Analysis
12.4.5 The SNS View
12.5 Valve Corporation (U.S.)
12.5.1 Company Overview
12.5.2 Financials
12.5.3 Product/Services Offered
12.5.4 SWOT Analysis
12.5.5 The SNS View
12.6 NVIDIA Corporation (U.S.)
12.6.1 Company Overview
12.6.2 Financials
12.6.3 Product/Services Offered
12.6.4 SWOT Analysis
12.6.5 The SNS View
12.7 PlayJam (UK)
12.7.1 Company Overview
12.7.2 Financials
12.7.3 Product/Services Offered
12.7.4 SWOT Analysis
12.7.5 The SNS View
12.8 BlueStacks (U.S.)
12.8.1 Company Overview
12.8.2 Financials
12.8.3 Product/Services Offered
12.8.4 SWOT Analysis
12.8.5 The SNS View
12.9 Sega (Japan)
12.9.1 Company Overview
12.9.2 Financials
12.9.3 Product/Services Offered
12.9.4 SWOT Analysis
12.9.5 The SNS View
12.10 Atari Inc., (U.S.)
12.10.1 Company Overview
12.10.2 Financials
12.10.3 Product/Services Offered
12.10.4 SWOT Analysis

13. Competitive Landscape
13.1 Competitive Bench marking
13.2 Market Share Analysis
13.3 Recent Developments
13.3.1 Industry News
13.3.2 Company News
13.3.3 Mergers & Acquisitions

14. Use Case and Best Practices

15. Conclusion

An accurate research report requires proper strategizing as well as implementation. There are multiple factors involved in the completion of good and accurate research report and selecting the best methodology to compete the research is the toughest part. Since the research reports we provide play a crucial role in any company’s decision-making process, therefore we at SNS Insider always believe that we should choose the best method which gives us results closer to reality. This allows us to reach at a stage wherein we can provide our clients best and accurate investment to output ratio.

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Secondary Research or Desk Research is as the name suggests is a research process wherein, we collect data through the readily available information. In this process we use various paid and unpaid databases which our team has access to and gather data through the same. This includes examining of listed companies’ annual reports, Journals, SEC filling etc. Apart from this our team has access to various associations across the globe across different industries. Lastly, we have exchange relationships with various university as well as individual libraries.

Secondary Research

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Primary Research

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Data Bank Validation

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